Thursday, July 5, 2018

It's been since September last year that I finished one of my d100 random encounter tables for the Furthest Lands continent. Probably have about 4 more to do (wastelands, subterranean, freshwater, mountains) and there will be a nice range of general monsters for any terrain type. Previously completed tables can be found here: plains, forest, swamp, desert.

Sea – 33% / day

01-02 Aboleth
– the masters of the southern oceans, the great tentacled slavers
of the benthic deeps have several great temples to unknown gods on
the ocean floor.

03-04 Vaedaleth
(Aboleth Savant) – the Aboleth high priests are a form apart from
their lesser brethren, with tremendous bloated bodies and the dark
powers bestowed by their alien gods.

05-06 Jaguleth
– Aboleth slaves mutated over time into perfect underwater
servitors, part humanoid, part alien physiognomy of the 'leth.

07-08 Cannonfish
- a distant relative of the freshwater squirterhorse, fires a large
glob of acid and enzymes that bursts like a grenade on impact. Goo
slowly consumes metal, quickly consumes organic material, and has no
effect on stone.

09-10 Island
Jelly – great composite jelly the size of an isle, home to
many symbiotic species. Paralytic tendrils stretch for hundreds of
feet around the creature, slowly consuming anything ensnared within.

11-12 Edged
Trilobite Swarm – razor-shelled arthropods that seem to absorb
blood released into the water and become energized by it. They
attack in massive swarms and are a known problem in the eastern
oceans.

13-14 Giant
Amoeba – tremendous translucent salt water protozoan, its
questing pseudopods always searching for food. Most grow to the
size of a rowboat, while some have swollen large enough to consume
whales.

17-18 Titan
Anglerfish – great jawed monstrosities of the abyssal depths
who migrate toward the surface for the easier sources of food. Some
of the largest varieties can use their lure as a minor image
effect.

19-20 Plesiosaurs
– paddle-finned, long necked aquatic reptiles that specialize in
preying upon flying creatures. Hungry individuals can pluck a man
off the deck of a ship easily.

21-22 Carcharodon
Megalodon – king of sharks, fifty feet of muscle and
ever-replenishing teeth, stalking the open oceans and coasts with
singular purpose. They are worshiped as honored ancestor spirits
by the Sahaughin.

23-24 Doldrums
– the Calm, flat windless seas that last days or even weeks.

25-26 Lance
Tongue – huge hump-backed beast with four flippers like a
plesiosaur, the great wide mouth and neckless head of a frog, and
bulbous forward facing eyes. True to its name the creature projects
its bony-tipped tongue like a harpoon, impaling prey to be
swallowed.

27-28 Serpent
(1d4)

1. Storm Herald
Serpent – the serpent that carries the storm with it, roaring
thunder on fins of lightning,

2. Abyss
Serpent – the blue-black serpent of the abyssal depths, it
will only rise to the surface to feed at night, where its rows of
bioluminescent spots have hypnotized sailors off their ships into
its waiting mouth.

3. Still Sea
Serpent – the slow, wide, patient serpent that carries the
Calm, it will make a promise to leave if offered living sacrifice.

4. Windspinner
Serpent – aerial serpent, all great wind-catching fins, can
create slicing gusts of air and spin waterspouts. Some delight in
blowing ships off course.

29-31 Sahaugin
Hunting Party – fish heads, shark kin, gill men, the sahaughin
are violent, primitive, and voracious eaters of any other race they
can catch. They worship dark aspects of Conce and Skraosh, wield
shark tooth weapons, and are known to grow continuously larger
throughout their lives.

32-33 “Conce's
Blossom” Sea Anemone – mass of pink, orange, or red
tentacles, covered in paralytic nematocysts. Occassionally one will
move from the ocean floor, fusing itself to the bottom of a ship
where it can become a problem.

34-36 Terror
Whale Pod – sixty foot toothed whales, dark blue and white
skinned, ravenous but highly intelligent predators capable of taking
down animals many times their size. Terror Whales are known to occasionally sink ships and eat sailors, but there are other
stories of them behaving benevolently to those in need.

37-38 Sea Naga
– these naga live in caves on the sea floor that connect to the
wider Beneath and their more sadistic cousins. They are still bound
by the spiritual resurrection economy of the other naga.

39-41 Archelon
- prehistoric sea turtle as large as a car, with a flat, ridged
shell shaped like a huge shield. Common along certain coastlines,
and hunted for its meat and carapace.

46-47 Attack
Scallops – aquatic relatives of the ubiquitous land-dwelling
Shard Leeches, these mollusks rapidly swim and bite with the
sharpened edges of their shells. Convergent evolution has produced
species of oysters and mussels that attack in the same fashion.

48-49 Kraken
(Giant Octopus) – these
cephalopods range from the approximate size of a man to that of the
largest ships. Krakens become more and more intelligent as they
grow larger, the giants among them learn magical or priestly spells.

50-51 Suitable
Elemental

1.
Lightning

2.
Cloud

3.
Water

4.
Air

52-53 Queen
Nebbem's Krait - a particularly large and deadly sea snake with
a wicked necrotic venom that can wither a limb in an hour.

56-57 Giant
Nautilus – whorl-shelled cephalopods, usually tan or
red-orange striped they only pose a threat to those directly in the
water. An intact giant nautilus shell will quickly find a buyer in
any city.

58-59Shonisaurus
–
60' long icthyosaur, a marine reptile similar in shape to a dophin,
with a long thin snout full of conical teeth.

62-63Fasinaa
Vessel – high-bodied, pontooned vessels with multiple decks.
Many are reinforced with living plant material that can
repair/regrow itself.

64-65 Drowned
Dead – waterlogged animate
corpses, more like ghouls than zombies. Able to swim and climb
aboard ships easily, they will attempt to drown their targets for
preference.

66-67 Umash
Vessel – one of the multi-hulled and many sailed umash ships.
These vessels are equipped with primitive cannons known to randomly
backfire.

68-69 Wereshark
(1d4) – because it is considered terrible luck to ignore a sailor
set adrift, weresharks often masquerade as such. Even those who
resist or are unaware of their curse may be picked up this way,
slaughtering a crew before being found, unknowing and alone by the
next.

1. Iele

2. Fasinaa

3. Umash

4. Sahaughin

70-71 Drill
Ammonites – screw shelled
cephalopods that can spin their webbed arms at high speed to assist
in drilling into flesh or the hulls of ships.

72-73 Waverunners
– long-legged, therapod dinosaurs that can run along the surface
of the ocean, their strange-shaped feet buoy them up even when
stationary, and their wide finned tail provide lift. Waverunners
are each larger than a man and bird light, they crisscross the waves
hunting anything that surfaces for breath.

74-76Iele
Vessel – the various sailing ships of the iele come in every
size, shape, and construction.

81-82Mutant Aquatic Troll Pack - slightly undersized trolls that mutate as
they regenerate. All have gills and finned/webbed appendages when
encountered. During regeneration of massive damage they can fuse
together into larger abominations or break into smaller,
independent, ruined parts.

83-84 Suitable
Nature Spirit (1d4)

1. Songbird of
the Deep – a siren-like spirit that beckons surface dwellers
to the ocean depths.

2. Omza –
a primal spirit that can devolve a person into a sea-dwelling form.

3. Ea'ea -
an instilling spirit of growth and energy. Can transform any living
thing into a force to be reckoned with, at a cost.

4. Waiwie
"Tilted Scale" (Chaos Spirit) - from a distance a
glowing dragonfly, closer just branching luminous nerves. A spirit
that takes/erases elements of law and society from an individual and
replaces them with natural elements (Example: the Waiwei steals your
money and replaces it with meat or seeds, or maybe erases the
Fasinaa language from your mind and replaces it with the tongue of
flowers or birds).